2008 Taipei Game Show review: Variations differ from past years

February 1, 2008

The 2008 Taipei Game Show, organized by the Taipei Computer Association (TCA), ended on Monday, and was different from shows of past years. This could be seen in the gaming population, industry, and exhibition arrangements.

Gaming population progressively maturing
To encourage the participation of the public, not only participants (exhibitors), but also the organizers held lots of on-site events including the "Taiwan Local Game Championship", "Gaming Adventure Area", and several stage events during the show.

With many gaming experts and visitors participating in the several events, the gaming population has progressively matured. Especially in the "Popular Game & Company Voting" category, the public apparently viewed the gaming industry on the bright side as the OBMs (game production companies) produced many "excellence" products and marketed them around the world.

Microsoft vs. Sony, another platform battle
Since Sony Computer Entertainment Taiwan Limited (SCE Taiwan) was established in December 2007, SCE Taiwan has participated in the 2007 Taipei IT Month to rearrange their styles from marketing and cross-industry cooperations. They finally decided to participate in the 2008 Taipei Game Show and to battle with Microsoft Taiwan by challenging different premiums and plans.

Sony rival, Microsoft Taiwan, sought to gain popularity and notability at this show. Microsoft preliminary moved their new game launch from the 3C store to the TWTC again, since 2007. Also, they invited their spokespeople "Mayday" to get more visitors to visit the show. They won all of the categories of the popular presentation class.

After a battle between the two main world-class companies, Microsoft & Sony not only showed different cultures from exhibition arrangements and product presentations but successfully marketed their indicative products in consuming and high-definition markets.

OBMs in Taiwan
Some local OBMs like Softstar Entertainment, International Games Systems (IGS), GameFlier Station, UserJoy Technology, and others showed their versatility by participating, not only in the (B2B) trade area for international buyers but also the consumer (B2C) area for local visitors.

Those participants not only tried to get important orders from buyers but also invited many notable entertainers and sportsmen to the B2C area to strengthen the notability of released games. It helped launch the return of the gaming population, arrangements in the B2B area, and the most important - virtuous competition from the "Popular Game and Company Voting" category.

Not just a show
Since the "Charity Bidding Pavilion" was created in the past year and recommended by local NGOs and disadvantaged organizations, the TCA planned to cooperate with the Taipei Orphans Welfare Association, and the Taiwan Gaming Industry Association (TGIA) to help orphan kids this year again.

As of TCA's information in 2007, corporate participants of the TGIA have "adopted" several orphans and accompanied them to grow up in healthy conditions before the show. The companies and organizers were successful in turning the public image of the Taipei Game Show from "a simple consumer show" to "a mixed show with welfare and charity" this year.